Tuesday, 6 October 2015

Luther - Concept Enviroment


Environment


The game is set in a derelict late Victorian era steel mill that has been left rotting and forgotten for some years. The exterior shot of the plant gives wide view of a crumbling rusted and dilapidated structure. The orange sky approaching dusk was to make the steel mill seem more foreboding and un-inviting as well as to set the scene for the rest of game taking place during night-time. 

Much of the interior is a dim lit environment with various broken down machines that look as though they have not been used or maintained. The main room is a wide and vast expanse with skylights obscured and grimed over. This was to block some light from entering the interior thus adding to the dark and murky environment, as well as to obscure any sight of the outside world, giving a feeling of isolation and no escape. Dangling from the ceiling are various chains and smelting pots approaching ruin and moments away from simply plummeting to factory floor, while there are also crates, broken pieces of machinery, empty rusted smelting trenches and furnaces. 



 The office has some luxury items adorning it to give the impression that it was once occupied by someone of a managerial role, thus the ganging picture frame and clock, as well as the bookcase.



The spare room was both for storage as well as being a workshop. Here there are stacks of crates and boxes which further block light adding more shadowy areas and creating a feeling of uncertainty. 

The generator occupies the spare room and is an unattractive device, bearing pipes and wires traveling into the walls and floors in a confusing pattern. 

GUI Art #1 -- Laying Out The GUI



Each one of these images are not final! They are simply a place holder for the final art, and to give an idea of where we want everything and how we want the layout of the gui to look before making the final art.

Subtitles and Empty Power Bar


Here is the layout for the Subtitles for when the character(s) speak. This feature cannot be turned on or off as we are not sure weather we are doing voice acting, and it will be a lot easier to do it through music and subs. The empty power bar can also be seen, when the character uses the orb to produce "light", it will drain and when drained, the player will have to wait until it has filled.

Full Power Bar and Closed Inventory


Here is the template for the closed inventory. When the player is not using the inventory system, they can close it to clear the view and give them more of a screen to view on. The power bar is also full here.

Open Inventory


Here is the open inventory. It will give the player a hint to their objective. It will also show what room they are in so the player will not get so confused (Possible feature).

Paused Menu


This is a template for the paused menu. When paused, it will fade the background screen to a light black to draw attention to the main menu part of the pause screen. The player will be presented with a few options. Along with a quit, options, logo of the game and the word paused if it wasn't clear enough that the game is now paused.

Wednesday, 30 September 2015

Modelling and animation practice

Just making sure I'm prepared for when I need to model the character.

I started the model last week and finished it off today, not being ambitious with it just getting the process down. I'm happy with how the body went but I need to figure out a better way of doing the head.


Then I quickly rigged and made a test animation to make sure I know how.

Heather

Thursday, 24 September 2015

Art style ideas

 (24/09/15)
Some sketches I did to help out the concept artist with ideas for the style, the one on the right is the closest to the kind of look we want.

 (06/10/15)

More of the same, was helping out with the location and composition this time.

Heather